Corrinne is back for another interview for Channel 9 and I am looking for your questions. She has been programming games for more than 20 years. What would you like to ask her? If you missed her first interview on Channel 9 the link is below. Thanks,

What is her favorite platform for gaming on? How many platforms has she developed on? What is her favorite platform to develop on? What are her thoughts on PC gaming. What does she think the future of consoles gaming?

If she could restructure gaming , how would she do it? Would there still be separate consoles, separate developing platforms. Or would she like it unified?

I'd like to know where she sees game programming going forward and by proxy DirectX/OpenGL as well as programming languages, if she has any thoughts on that. Will there be a paradigm shift in engine technology towards full ray tracing, return of the voxel
engine or what not 5-10 years from now? What is the next paradigm shift?

Hey Corrinne thanks for the opportunity to ask you a question. Also Hi from Twitter (JamboGT).

I am currently at University where I am studying C++ programming, game design and game system architecture as well as a few other related modules. What I want to ask you is what extra things should I take onboard myself to learn that would help me in regard
to the industry and would help me stand out from other prospective games programmers.

Hey Corrinne thanks for the opportunity to ask you a question. Also Hi from Twitter (JamboGT).

I am currently at University where I am studying C++ programming, game design and game system architecture as well as a few other related modules. What I want to ask you is what extra things should I take onboard myself to learn that would help me in regard
to the industry and would help me stand out from other prospective games programmers.

It's a given but worth restating: Work on an independent games project, bonus points if it's in a team. Ensure you complete the project to a publishable state and include it in a 'demo reel' to potential employers, they're always interested in seeing what
their new hires are capable of. Always do something fun and original, no-one wants to see yet another FPS or RPG. Using pre-made middleware (like Gamebryo or Torque) is acceptable but obviously "Game makers" are right-out because they involve little
actual programming. If you're going in for games engine development then show off your skills by building your own engine without any middleware assistance, that'll demonstrate you understand how things work so well you can do it yourself.

If you're thinking of getting into console games development I strongly suggest getting into the homebrew scene. Whilst Microsoft apologetics would advocate XNA, in reality very few games are made using the Managed framework and you'd get far more useful
practical experience by using leaked or otherwise illicit homebrew techniques for the Wii or Xbox. A friend of mine got started doing homebrew for the Nintendo DS and ended up getting hired by an indie Nintendo developer and earns a
very nice salary despite being only 22.

Given the possibilities the raw horsepower of the SPU has opened up for parallelizing graphics techniques that would be otherwise be impractical in real-time, what sort of processor architecture would you like to see prevaling in the next generation of Xbox
and consoles in general?

Something similarly asymmetrical with a potential for higher performance but which takes more work to optimize for and use for parallelization? Or an increased number of traditional symmetrical cores with shared memory (perhaps with more explicit cache control
to get data access performance closer to the SPUs) but which would be much more accessible to the developer? Or something else altogether?

I mean everything is rendered with a shader, its just that in most games most of the color in the shader comes from sampling textures that were created by artists. She'll probably get it though.

It took 2 minutes to load from the replies. Thus, I believe procedure synthesis would be taking a lot of processing power to generate those content. I think the tesselation has much more performance and expressiveness in comparison. Certainly not as low
K as that demo, but, tesselation should be easier to use in development in comparison. And tesselation under DX11 spec requires almost no performance hit.